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A Beginners Guide to Learning Chess (Version for ages 13 and Older) By Ralph E. Bowman Author of A Beginner’s Guide to Coaching Scholastic Chess available free at http://main.uschess.org/images/stories/scholastic_chess_resources/a_beginners_guide_to_coachi ng_scholastic_chess.pdf With editorial assistance by Joseph L. Bell Copyright © 2008
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  • A Beginners Guide to Learning Chess (Version for ages 13 and Older)

    By

    Ralph E. Bowman

    Author of A Beginner’s Guide to Coaching Scholastic Chess available free at

    http://main.uschess.org/images/stories/scholastic_chess_resources/a_beginners_guide_to_coaching_scholastic_chess.pdf

    With editorial assistance by Joseph L. Bell

    Copyright © 2008

    http://main.uschess.org/images/stories/scholastic_chess_resources/a_beginners_guide_to_coaching_scholastic_chess.pdfhttp://main.uschess.org/images/stories/scholastic_chess_resources/a_beginners_guide_to_coaching_scholastic_chess.pdf

  • Table of Contents

    Chapter 1 - The Pieces ................................................................................................................... 4 The Pawn ................................................................................................................................................. 5 

    Practice 1 .............................................................................................................................................................. 6 Practice 2 .............................................................................................................................................................. 6 

    The Rook ................................................................................................................................................. 6 Practice 3 .............................................................................................................................................................. 7 

    The Knight .............................................................................................................................................. 7 Practice 4 .............................................................................................................................................................. 8 Practice 5 .............................................................................................................................................................. 8 

    The Bishop ............................................................................................................................................... 8 Practice 6 .............................................................................................................................................................. 9 Practice 7 .............................................................................................................................................................. 9 

    The Queen ............................................................................................................................................... 9 Practice 8 ............................................................................................................................................................ 10 Practice 9 ............................................................................................................................................................ 10 

    The King ................................................................................................................................................ 10 Practice 10 .......................................................................................................................................................... 11 Practice 11 .......................................................................................................................................................... 11 Practice 12 .......................................................................................................................................................... 11 

    Test 1 ...................................................................................................................................................... 11 

    Test 2 ...................................................................................................................................................... 13 Exercise 1 ........................................................................................................................................................... 13 Exercise 2 ........................................................................................................................................................... 13 Exercise 3 ........................................................................................................................................................... 14 Exercise 4 ........................................................................................................................................................... 14 Exercise 5 ........................................................................................................................................................... 15 

    Test 3 ...................................................................................................................................................... 16 Exercise 6 ........................................................................................................................................................... 16 Exercise 7 ........................................................................................................................................................... 16 Exercise 8 ........................................................................................................................................................... 17 Exercise 9 ........................................................................................................................................................... 17 

    Test 4 ...................................................................................................................................................... 18 Exercise 10 ......................................................................................................................................................... 18 Exercise 11 ......................................................................................................................................................... 19 Exercise 12 ......................................................................................................................................................... 19 

    Test 1 Answers ...................................................................................................................................... 20 

    Test 2 Answers ...................................................................................................................................... 20 Exercise 1: .......................................................................................................................................................... 20 Exercise 2: .......................................................................................................................................................... 20 Exercise 3: .......................................................................................................................................................... 20 Exercise 4: .......................................................................................................................................................... 21 Exercise 5: .......................................................................................................................................................... 21 

    Test 3 Answers ...................................................................................................................................... 21 Exercise 6: .......................................................................................................................................................... 21 

    1

  • Exercise 7: .......................................................................................................................................................... 21 Exercise 8: .......................................................................................................................................................... 21 Exercise 9: .......................................................................................................................................................... 21 

    Test 4 Suggestions ................................................................................................................................. 21 Exercise 10: ........................................................................................................................................................ 21 Exercise 11: ........................................................................................................................................................ 21 Exercise 12: ........................................................................................................................................................ 22 

    Chapter 2 - Checkmating Your Opponent .................................................................................. 23 Test 5 ...................................................................................................................................................... 24 

    Test 6 ...................................................................................................................................................... 25 Exercise 1 ........................................................................................................................................................... 25 Exercise 2 ........................................................................................................................................................... 25 Exercise 3 ........................................................................................................................................................... 26 Exercise 4 ........................................................................................................................................................... 26 Exercise 5 ........................................................................................................................................................... 27 Exercise 6 ........................................................................................................................................................... 27 Exercise 7 ........................................................................................................................................................... 28 Exercise 8 ........................................................................................................................................................... 28 Exercise 9 ........................................................................................................................................................... 29 Exercise 10 ......................................................................................................................................................... 29 Exercise 11 ......................................................................................................................................................... 30 Exercise 12 ......................................................................................................................................................... 30 

    Test 6 Answers ...................................................................................................................................... 31 Exercise 1: .......................................................................................................................................................... 31 Exercise 2: .......................................................................................................................................................... 31 Exercise 3: .......................................................................................................................................................... 31 Exercise 4: .......................................................................................................................................................... 31 Exercise 5: .......................................................................................................................................................... 31 Exercise 6: .......................................................................................................................................................... 31 Exercise 7: .......................................................................................................................................................... 31 Exercise 8: .......................................................................................................................................................... 32 Exercise 9: .......................................................................................................................................................... 32 Exercise 10: ........................................................................................................................................................ 32 Exercise 11: ........................................................................................................................................................ 32 Exercise 12: ........................................................................................................................................................ 32 

    Test 7 ...................................................................................................................................................... 32 Exercise 13 ......................................................................................................................................................... 33 Exercise 14 ......................................................................................................................................................... 34 Exercise 15 ......................................................................................................................................................... 34 Exercise 16 ......................................................................................................................................................... 35 Exercise 17 ......................................................................................................................................................... 35 Exercise 18 ......................................................................................................................................................... 36 Exercise 19 ......................................................................................................................................................... 36 Exercise 20 ......................................................................................................................................................... 37 

    Test 7 Answers ...................................................................................................................................... 37 

    Chapter 3 - Basic Guides to Winning .......................................................................................... 38 

    Chapter 4 - Rules.......................................................................................................................... 47 

    Chapter 5 – Information about Chess Tournaments for Parents and Adults ........................... 51 Equipment ............................................................................................................................................. 51 

    2

  • Tournament Directors .......................................................................................................................... 53 

    Earning Points....................................................................................................................................... 54 

    Byes ........................................................................................................................................................ 54 

    Forfeits ................................................................................................................................................... 54 

    Ratings ................................................................................................................................................... 55 

    Pairings .................................................................................................................................................. 56 

    Tiebreaks ............................................................................................................................................... 58 

    Entering a Tournament ........................................................................................................................ 59 

    Scorekeeping ......................................................................................................................................... 59 

    Questions During A Round .................................................................................................................. 60 

    What to Do at the Conclusion of a Game ........................................................................................... 60 

    Glossary of Chess Terms................................................................... Error! Bookmark not defined. 

    Appendix A: Board Order Pairing Sheet .................................................................................... 71 

    Appendix B: Alphabetical Pairing Sheet .................................................................................... 72 

    Appendix C: Standings ................................................................................................................ 73 

    Appendix D: It’s Your Move ........................................................................................................ 74 

    Appendix E: Scholastic Scoresheet ............................................................................................. 75 

    Appendix F: Chess Setup & Scorekeeping ................................................................................. 76 

    3

  • Chapter 1 - The Pieces

    The purpose of Chess is to “checkmate”* (all terms with an asterisk* are

    defined in the “Glossary of Chess Terms”) the opponent (i.e. the other player).

    “Checkmate” is attacking the opponent’s King that then has no way to escape the

    attack. Each player has an “army” to help attack the King. Before we can learn

    how to “checkmate” it is important to learn how each of the pieces in your “army”

    works. Even if you already know how the pieces move, it is important to read each

    chapter in order.

    XABCDEFGHY 8rsnlwqkvlntr( 7zppzppzppzpp' 6-+-+-+-+& 5+-+-+-+-% 4-+-+-+-+$ 3+-+-+-+-# 2PzPPzPPzPPzP" 1tRNvLQmKLsNR! xabcdefghy

    Diagram 1a

    Diagram 1a shows where all of the pieces should be at the start of a Chess

    game. Your board is turned the right way if each player has a white square in the

    bottom right corner of the board (h1 for white and a8 for black). In these diagrams

    the King has a small cross on top (K) and the Queen has points on top (Q). Every

    game should begin with the pieces placed as in diagram 1a.

    Look at the letters and numbers around the edge of the board. These are to

    make it easier to name an exact square. The numbers tell us the ranks (rows), 1 is

    the first row for the White pieces and 8 is the first row for the Black pieces. The

    letters tell us the files (columns). We use the letters and numbers to tell us a

    4

  • specific square always referring to the file first and the rank second, such a1 or d4

    or f6 or h8 which is called notation* (see the “Glossary of Chess Terms” and

    Appendix F).

    The Pawn XABCDEFGHY 8rsnlwqkvlntr( 7zppzppzppzpp' 6-+-+-+-+& 5+-+-+-+-% 4-+-+P+-+$ 3+-+-+-+-# 2PzPPzP-zPPzP" 1tRNvLQmKLsNR! xabcdefghy

    Diagram 1b

    The Pawns have two jobs: 1) to make it harder for the opponent’s “army” to

    attack you and 2) to help your “army” attack your opponent. For beginners, the

    Pawn is usually the most difficult piece to understand.

    On the first move for a Pawn, it has the choice of moving one square or two

    squares straight ahead. In Diagram 1b the White Pawn has been moved two

    squares (from e2 to e4); however, it could have moved only one square (e3) if you

    choose to do so. For all moves after the first move, the Pawn can only move one

    square straight ahead.

    The Pawn cannot move straight ahead to any square that already has another

    piece or Pawn. In Diagram 1b if an opponent’s piece or Pawn were on e5, then

    that Pawn could not move until that piece or Pawn moves from in front of it. The

    Pawn cannot jump over another piece.

    5

  • The Pawn can only capture an “enemy piece” which is one square

    diagonally (slant) in front of it. In Diagram 1b that would be the two squares with

    the black dots.

    Practice 1

    On an empty board put a White Pawn on e2 and a Black Pawn on d7 so they

    are the only pieces on the board. How many times can you move each Pawn

    before neither Pawn cannot move?

    Practice 2

    On an empty board put a White Pawn on e2 and a Black Pawn on d7 so they

    are the only pieces on the board. How many moves will it take either piece to

    capture* the other?

    The Rook XABCDEFGHY 8-snlwqkvlntr( 7zppzppzppzpp' 6-+-+-+-+& 5+-+-tr-+-% 4-+-+-+-+$ 3+-+-+-+-# 2PzPPzPPzPPzP" 1tRNvLQmKLsNR! xabcdefghy

    Diagram 1c

    In Diagram 1c a Black Rook has been placed on e5. The Rook moves only

    in straight lines (left to right, top to bottom). The Rook in Diagram 1c could

    legally move* (see the “Glossary of Chess Terms”) to any of the squares which

    have a black dot (a5, b5, c5, d5, f5, g5, h5, e6, e4, e3, and could capture the White

    6

  • Pawn on e2). The Rook can capture any of the opponent’s pieces which are on a

    square to which the Rook can legally move. The Rook cannot move to any square

    which is occupied by a piece of the same color. The Rook cannot jump over

    another piece.

    Practice 3

    Place a Black Rook on a8 and a White Pawn on h2 so they are the only

    pieces on the board. How many moves will it take for the Rook to capture the

    Pawn? How many ways can that Rook move to capture that Pawn?

    The Knight

    XABCDEFGHY 8r+lwqkvlntr( 7zppzppzppzpp' 6-+-+-+-+& 5+-+-+-+-% 4-+-+n+-+$ 3+-+-+-+-# 2PzPPzPPzPPzP" 1tRNvLQmKLsNR! xabcdefghy

    Diagram 1d

    The Knight moves in an “L shape”. The Knight moves two squares in one

    direction (right, left, up, or down) and then one square to the side. In “Diagram

    1d” the Black Knight, which has been placed on e4, could legally move to any of

    the squares which have a black dot (d6, f6, c5, g5, c3, g3, and could capture the

    White Pawns on d2 and f2).

    The Knight is the only Chess piece which can jump over other pieces. The

    Knight can capture any of the opponent’s pieces which are on a square to which

    7

  • the Knight can legally move. The Knight cannot move to any square which is

    occupied by a piece of the same color.

    Practice 4

    Place a White Knight on b1 so it is the only piece on the board. How many

    moves will it take to move that Knight to a8?

    Practice 5

    Place a Black Knight on h8. How many moves will it take to move that

    Knight to g8?

    The Bishop XABCDEFGHY 8rsn-wqkvlntr( 7zppzppzppzpp' 6-+-+-+-+& 5+-+l+-+-% 4-+-+-+-+$ 3+-+-+-+-# 2PzPPzPPzPPzP" 1tRNvLQmKLsNR! xabcdefghy

    Diagram 1e

    The Bishop moves diagonally, and always stays on the same color as they

    were on when the game began. In “Diagram 1e” the Black (white-squared)

    Bishop, which has been placed on d5, can move to any of the squares with the

    black dots (c6, e6, c4, e4, b3, f3, and could capture the White Pawns on a2 and g2).

    The Bishop can capture any of the opponent’s pieces which are on a square

    to which the Bishop can legally move. The Bishop cannot move to any square

    which is occupied by a piece of the same color. The Bishop cannot jump over

    another piece.

    8

  • Practice 6

    Place a White Bishop on c1 so it is the only piece on the board. How many

    moves does it take to move that Bishop to d8?

    Practice 7

    Place a Black Bishop on c8 so it is the only piece on the board. How many

    moves does it take to move that Bishop to a8?

    The Queen XABCDEFGHY 8rsnl+kvlntr( 7zppzppzppzpp' 6-+-+-+-+& 5+-+q+-+-% 4-+-+-+-+$ 3+-+-+-+-# 2PzPPzPPzPPzP" 1tRNvLQmKLsNR! xabcdefghy

    Diagram 1f

    The Queen (“Super Woman”) is the most powerful piece on the board. The

    Queen can move in a straight line in any direction. In “Diagram 1f” the Black

    Queen, which has been placed on d5, could move to any of the squares with the

    black dots (c6, d6, e6, a5, b5, c5, e5, f5, g5, h5, c4, d4, e4, b3, d3, f3, and could

    capture the White Pawns on a2, d2, and g2).

    The Queen can capture any of the opponent’s pieces which are on a square

    to which the Queen can legally move. The Queen cannot move to any square

    which is occupied by a piece of the same color. The Queen cannot jump over

    another piece.

    9

  • Practice 8

    Place the White Queen on d1 so it is the only piece on the board. How many

    moves does it take to move to f8?

    Practice 9

    Place the White Queen on d1 so it is the only piece on the board. How many

    different ways can you find to move the Queen from d1 to f8?

    The King XABCDEFGHY 8rsnlwqkvlntr( 7zppzppzppzpp' 6-+-+-+-+& 5+-+-+-+-% 4-+-+K+-+$ 3+-+-+-+-# 2PzPPzPPzPPzP" 1tRNvLQ+LsNR! xabcdefghy

    Diagram 1g

    The King can move in any direction, but only one square at a time. In

    “Diagram 1g”, the White King, which has been placed on e4, can legally move to

    any of the squares with black dots (d5, e5, f5, d4, f4, d3, e3, and f3).

    The King can capture any of the opponent’s pieces which are on a square to

    which the King can legally move. The King cannot move to any square which is

    occupied by a piece of the same color.

    The King can never move to a square where the King would be in check*

    (see the “Glossary of Chess Terms”), which means that an opponent’s piece could

    also move to that square, so the King is now in danger, but can still move.

    10

  • No King can move onto a square next to the opponent’s King. The easiest

    way to remember this is that the King has a “force field” around him that will not

    let the opponent’s King enter, but all of the opponent’s other pieces can enter that

    force field.

    Practice 10

    Place the White King on e1 so it is the only piece on the board. How many

    moves does it take for the King to move to e4?

    Practice 11

    Place the White King on e1 so it is the only piece on the board. How many

    moves does it take for the King to move to h4?

    Practice 12

    Place the White King on e1 so it is the only piece on the board. How many

    moves does it take for the King to move to h1?

    That is your “army”. To win you have to “out think” your opponent. You

    have to be better at moving all of your pieces than your opponent.

    White starts every game by moving one piece or Pawn. Then it is Black’s

    turn to move one piece or Pawn. This order continues until the game is over.

    Test 1

    Now that you know how each piece moves, go back and study the diagrams

    for each of the pieces and see if the piece in the center that is capturing the Pawns

    in the diagrams can be captured and which of the opponent’s pieces could legally

    capture it.

    The answers are at the end of this chapter. Don’t cheat! Look at the

    diagrams before looking at the answers.

    11

  • Each piece has a “point value”. The only purpose of the point value is to let

    beginning players understand which pieces are more important than other pieces.

    The Pawn is worth one point. The Knight and Bishop are each worth three points.

    The Rook is worth five points. The Queen is worth nine points. The King has no

    point value (since it is never really “captured”), but it is the most valuable piece.

    When you are playing and are considering trading pieces, remember the point

    value of the pieces is used to determine if that trade is a good trade or not. If you

    think of the point values as “dollars” it may be easier for you to remember. For

    example, trading your Queen for your opponent’s Knight would not be a good

    trade. That would be like giving your opponent $9.00 and your opponent only

    gives you $3.00. Does that sound like a good trade to you? It is not, unless you

    can force checkmate after the trade.

    Let us now test your understanding of point values. In the following

    exercises, each of your pieces can capture two of your opponent’s pieces. Which

    one is the better capture? The answers are at the end of the chapter.

    12

  • Test 2 Exercise 1

    XABCDEFGHY 8-+-+k+-+( 7+-+-+-+-' 6-+-+-+-+& 5+-+l+r+-% 4-+-+P+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+-mK-+-! xabcdefghy

    It is White’s turn to move. Which piece should be captured, the Bishop or the

    Rook?

    Exercise 2

    XABCDEFGHY 8-+-+k+-+( 7+-+-+-+-' 6-+-+-+-+& 5+-tr-+-+R% 4-+-+-+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-vL-mK-+-! xabcdefghy

    It is Black’s turn to move. Which piece should be captured, the White Bishop or the White Rook?

    13

  • Exercise 3

    XABCDEFGHY 8r+-+q+k+( 7zppsN-+pzpp' 6-+-+r+-+& 5+-+-+-+-% 4-+-zP-+-+$ 3+-zP-zP-+-# 2PzP-+-zPPzP" 1tR-+-+RmK-! xabcdefghy

    It is White’s turn to move. Which piece should be captured, the Black Rook on a8, the Black Rook on e6, or the Black Queen on e8?

    Exercise 4

    XABCDEFGHY 8-+-+k+-+( 7+-+-+-+-' 6-+-+-+-+& 5+-+-+-+-% 4R+-wq-+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+-mK-sN-! xabcdefghy

    It is Black’s turn to move. Which piece should be captured the White Knight or

    the White Rook?

    14

  • Exercise 5

    XABCDEFGHY 8-sn-+k+-tr( 7+-+-+-+-' 6-+-+-+-+& 5+-+-vL-+-% 4-+-+-+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+-mK-+-! xabcdefghy

    It is White’s turn to move. Which piece should be captured the Black Knight or

    the Black Rook?

    Now it is time to test your knowledge of how the pieces move. You are to

    find the fewest number of moves to place the opponent’s King in check. For this

    test the opponent does not get any moves. The only piece you are to move is the

    piece in the question under each Exercise in Test 3 (Exercises 6, 7, 8 and 9).

    15

  • Test 3 Exercise 6

    XABCDEFGHY 8-+-+k+-+( 7+-+-+-+-' 6-+-+-+-+& 5+-+-+-+-% 4-+-+P+-+$ 3+-+P+-+-# 2PzPP+-zPPzP" 1+-+-mKL+-! xabcdefghy

    What is the fewest number of moves for the White Bishop to put the Black King in check?

    Exercise 7

    XABCDEFGHY 8-sn-+k+-+( 7zpp+-+-zpp' 6-+p+-zp-+& 5+-+pzp-+-% 4-+-+-+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+-mK-+-! xabcdefghy

    What is the fewest number of moves for the Black Knight to put the White King in

    check?

    16

  • Exercise 8

    XABCDEFGHY 8-+-+k+-+( 7+-+-+-+-' 6-+-+-+-+& 5+-zP-+-+-% 4-zP-zP-zPP+$ 3zP-+-zP-+-# 2-+-+-+KzP" 1tR-+-+-+-! xabcdefghy

    What is the fewest number of moves for the White Rook to put the Black King in

    check?

    Exercise 9

    XABCDEFGHY 8-+-wqk+-+( 7+-+-+-+-' 6-+-+-+-+& 5zppzppzp-zpp% 4-+-+-zp-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+-mK-+-! xabcdefghy

    What is the fewest number of moves for the Black Queen to put the White King in

    check?

    17

  • Test 4

    In Test 4 Player 1 will have just Pawns and Player 2 will have one piece.

    Player 1 wins whenever a Pawn reaches the eighth rank so it could be promoted*.

    Promotion means that when a Pawn gets to the last rank (row) on the other side of

    the board it may be exchanged for another piece (Bishop, Knight, Rook, or Queen).

    Player 2 wants to try to capture all of Player 1s Pawns before they can reach the

    last rank. In these exercises (10, 11, and 12), the King is never to move. Player 1,

    with the Pawns, will always move first in this test.

    Exercise 10

    XABCDEFGHY 8-sn-+-+-mk( 7+-+-+-+-' 6-+-+-+-+& 5+-+-+-+-% 4-+-+-+-+$ 3+-+-+-+-# 2PzPP+-+-+" 1+-+-+-+K! xabcdefghy

    Player 1 has the pawns and moves first. Player two has the Knight. Remember

    that the Kings are not to move. Repeat this exercise with each person getting a

    chance to be Player 1 and Player 2.

    18

  • Exercise 11

    XABCDEFGHY 8-+-+-+k+( 7+pzpp+-+-' 6-+-+-+-+& 5+-+-+-+-% 4-+-+-+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-vL-+-+K! xabcdefghy

    Player 1 has the pawns and moves first. Player two has the Knight. Remember

    that the Kings are not to move. Repeat this exercise with each person getting a

    chance to be Player 1 and Player 2.

    Exercise 12

    XABCDEFGHY 8-+-+-+-mk( 7+pzppzpp+-' 6-+-+-+-+& 5+-+-+-+-% 4-+-+-+-+$ 3+-+-+-+-# 2-+-+-+-+" 1tR-+-+-+K! xabcdefghy

    Player 1 has the pawns and moves first. Player two has the Knight. Remember

    that the Kings are not to move. Repeat this exercise with each person getting a

    chance to be Player 1 and Player 2.

    19

  • Test 1 Answers

    Pawn: Nothing can capture it in this example.

    Rook: If the Rook captures the Pawn on e2, it could be captured by the Queen on

    d1, the King on e1, or the Bishop on f1.

    Knight: If the Knight captures the Pawn on d2, it could be captured by the Bishop

    on c1, the Queen on d1, or the King on e1. If the Knight captures the Pawn

    on f2, it could be captured by the King on e1.

    Bishop: If the Bishop captures the Pawn on a2, it could be captured by the Rook on

    a1. If the Bishop captures the Pawn on g2, it could be captured by the

    Bishop on f1.

    Queen: If the Queen captures the Pawn on a2, then it could be captured by the

    Rook on a1, just like in the Bishop example. If the Queen captures the Pawn

    on d2, it could be captured by the Bishop on c1, the Queen on d1, or the

    King on e1, just like in the Rook example. If the Queen captures the Pawn

    on g2, it could be captured by the Bishop on f1, just like the Bishop example

    above.

    King: Nothing can capture it in this example.

    Test 2 Answers

    Exercise 1:

    The Rook, because it is worth $5.00, while the Bishop is only worth $3.00.

    Exercise 2:

    The Rook is worth $5.00 while the Bishop is worth $3.00.

    Exercise 3:

    This diagram points out the value of Knights. Three pieces are forked and

    White has a choice. The correct choice would be the Queen that is worth

    $9.00 as opposed to the Rooks that are only worth $5.00.

    20

  • Exercise 4:

    The Rook is worth $5.00 and the Knight is worth $3.00.

    Exercise 5:

    The Rook, because it is worth $5.00 while the Knight is only worth $3.00.

    Test 3 Answers

    Exercise 6:

    Two – B-e2 and then B-h5+

    Exercise 7:

    Three – N-d7, N-c5, and then N-d3+

    Exercise 8:

    Four – R-f1, R-f3, R-h3, and then R-h8+

    Exercise 9:

    Three – Q-f6, Q-f5, and then Q-e5+ or Q-b1+

    Test 4 Suggestions

    In each of these exercises for the Pawns to win they must work together.

    Exercise 10:

    The Knight can more easily stop the advance of the Pawns if it is blocking

    one of the Pawns from moving.

    Exercise 11:

    The Bishop must be in a position to control a diagonal so the Pawns can not

    cross that diagonal. It will also help if the Bishop is blocking one of the

    Pawns.

    21

  • Exercise 12:

    The Rook is strongest when attacking Pawns from the side or behind and not

    from in front.

    22

  • Chapter 2 - Checkmating Your Opponent

    After you have learned how to move each of the pieces, next you need to

    learn how to “checkmate”* (all terms with an asterisk* are defined in the

    “Glossary of Chess Terms”) your opponent. You are “in check” when an

    opponent’s piece is attacking your King. That means that the opponent has moved

    a piece to a square where it attacks your King and, on the next move, could capture

    your King unless you do something about it.

    There are three ways to get out of check: 1) the first is to capture the

    attacking piece; 2) the second is to move the King, but the King can never move to

    a square which is also attacked by an enemy piece, which is why your pieces must

    work together to create “checkmate”; 3) the third is to put one of your pieces

    between your King and the piece attacking your King (putting it in “check”).

    “Checkmate” is when a King is being attacked and none of the three methods

    above can get the King out of check.

    The first step in learning to “checkmate” is to understand that it almost

    always takes more than one of your pieces to create “checkmate”. Which means

    that you have to learn how to move two or more pieces together to force the

    opponent’s King to a place where it can be “checkmated”. The easiest place to

    “checkmate” the opponent’s King is against the edge of the board, because that

    immediately takes away at least three escape squares for the King.

    Test 5 is an exercise you will do by yourself and you will need a Chess

    board with no pieces on it. You will pick up the pieces listed in Test 5 and place

    them anywhere on the board so that the lone King is checkmated. Do not move

    any pieces after placing them on the board. The spot you choose to place the

    23

  • pieces should be “checkmate” (which means the King has no legal moves). Try to

    find as many ways as you can for these groups of pieces to make a “checkmate”:

    Test 5

    1. White King , White Queen vs Black King

    2. Black King, Black Rook vs White King

    3. White Queen, White Rook vs Black King

    4. Black King, Black Bishop, Black Rook vs White King

    5. White King, White Knight, White Rook vs Black King

    6. Black Queen, Black Bishop vs White King

    7. White Queen, White Knight vs Black King

    8. Black King, Black Knight, Black Bishop vs White King

    Try these same eight groups as many times as you need until they are easy for you,

    then you will be ready for the next part of this chapter.

    Now in the second part of this chapter, we will practice exercises with

    “checkmate” in one move for White or Black. It is up to you to find the right piece

    to move and the right square to make “checkmate” in one move. Remember that

    for it to be a real “checkmate” your opponent’s King must be “in check” and with

    no way to get out of check. They have to try to see if they can: 1) capture the

    piece, 2) move the King to a safe and legal square, or 3) try putting a piece in

    between the King and the piece that has the King in check. Make sure you look at

    the whole board, all 64 squares, before assuming it is “checkmate”!

    Remember that it usually takes at least two pieces to make a “checkmate”.

    The first part of this chapter was to teach you the positions (places) in which you

    must get your pieces to make a “checkmate”. In the second part (Test 6), you are

    to find “checkmate” in one move.

    24

  • Test 6

    Exercise 1

    XABCDEFGHY 8-+-+-+-+( 7+-+-+-+-' 6-+-+Q+-+& 5+-+-+-+-% 4-+-+-mk-+$ 3+-+L+-+-# 2-+-+-mK-+" 1+-+-+-+-! xabcdefghy

    White to move, checkmate in one move

    Exercise 2

    XABCDEFGHY 8r+k+-vl-tr( 7zplzpp+pzp-' 6-zp-+psn-+& 5+-+-wq-+-% 4-+-+-+-+$ 3+-sNPvL-zP-# 2PzPP+QzP-+" 1+-+-+RmK-! xabcdefghy

    Black to move, checkmate in one move

    25

  • Exercise 3

    XABCDEFGHY 8r+-+-+rmk( 7+pzp-+pzpp' 6p+nzp-sn-+& 5+-+-zp-sN-% 4-+-+P+-+$ 3zP-sNP+-+-# 2-zPP+-zPPzP" 1tR-+-+RmK-! xabcdefghy

    White to move, checkmate in one move

    Exercise 4

    XABCDEFGHY 8r+l+-trk+( 7+pzp-+pzp-' 6-+-zp-sn-zp& 5zpn+-+-+-% 4P+-+P+-+$ 3+K+P+Q+N# 2-zPN+-zPPzP" 1tR-+-+-+R! xabcdefghy

    Black to move, checkmate in one move

    26

  • Exercise 5

    XABCDEFGHY 8-+-+-+k+( 7zppzp-+pzpp' 6-vlnzp-+r+& 5+-+-+-wq-% 4-+Q+-+-+$ 3+-sNP+-zP-# 2PzPPvL-zP-zP" 1tR-+-tR-mK-! xabcdefghy

    White to move, checkmate in one move

    Exercise 6

    XABCDEFGHY 8-mkrwq-tr-+( 7zplzp-zp-vl-' 6-zp-zp-zpnzp& 5+-+-+-zp-% 4PzPP+N+-+$ 3+-+-zPKsN-# 2-+-+LzPPzP" 1tRR+Q+-+-! xabcdefghy

    Black to move, checkmate in one move

    27

  • Exercise 7

    XABCDEFGHY 8-+-trkvl-tr( 7zplwqpzp-+p' 6-zpp+nzp-+& 5+-+-+nzp-% 4-+-zP-+-+$ 3+-sNQzP-+-# 2PzPPsNLzPPzP" 1tR-+-+RmK-! xabcdefghy

    White to move, checkmate in one move

    Exercise 8

    XABCDEFGHY 8-+-+r+k+( 7zppzpl+pzpp' 6-+qsn-sn-+& 5+-+-+-+-% 4-+LwQ-+-+$ 3+PsN-+-+-# 2PvLr+-+PzP" 1+R+-+RmK-! xabcdefghy

    Black to move, checkmate in one move

    28

  • Exercise 9

    XABCDEFGHY 8r+-+-trk+( 7zppzp-+pzpp' 6-+-zp-sn-+& 5+-+-zp-+-% 4-snl+Pvl-+$ 3zP-sN-+N+-# 2-zPP+-zPPzP" 1+-+RmK-+R! xabcdefghy

    Black to move, checkmate in one move

    Exercise 10

    XABCDEFGHY 8-mk-+-+-+( 7+-+-+-+-' 6-mK-+-+-+& 5+-+-+-+-% 4-+-+-+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+-+-+R! xabcdefghy

    White to move, checkmate in one move

    29

  • Exercise 11

    XABCDEFGHY 8r+-+-trk+( 7zppwq-+pzpp' 6-+p+l+-+& 5+n+-+-+-% 4-+-+P+n+$ 3zP-+PvLQ+-# 2-zPPsN-zPPzP" 1tR-+-+RmK-! xabcdefghy

    Black to move, checkmate in one move

    Exercise 12

    XABCDEFGHY 8-+ktr-+-tr( 7zp-+pvlpzpp' 6-zp-+psn-+& 5+-zp-+-+-% 4-+-+PvL-+$ 3+-+L+N+-# 2PzPP+-zPPzP" 1tR-+-+RmK-! xabcdefghy

    White to move, checkmate in one move

    30

  • Test 6 Answers

    Exercise 1:

    Q-f5# (Queen to f5 checkmate) The Queen will be protected (guarded) by

    the Bishop, and the White King is stopping the Black King from moving to

    e3, f3, or g3.

    Exercise 2:

    R-h1# The Rook will be guarded by the Bishop on b7.

    Exercise 3:

    NxP(f7)# This is known as a “Smothered Mate”. The Black King is

    completely blocked in (smothered) by the side of the board and Black

    pieces, and no Black piece is protecting the Pawn on f7.

    Exercise 4:

    B-e6# The Knight is helping by taking away the only escape squares for

    the White King.

    Exercise 5:

    R-e8# This is known as a “Back Rank (row) Mate”. Black is not protecting

    Black’s back rank (row) and the Black King is blocked in by its own Black

    Pawns. White could have captured the Black Queen with the Bishop, but the

    purpose of the game is “checkmate”, not “taking pieces”.

    Exercise 6:

    N-e5# N-h4 is “check”, but not “checkmate”. White’s own pieces and

    Pawns plus the Black Pawn on g5 are taking away all of the White Kings

    escape squares.

    Exercise 7:

    B-h5# Black has made this problem by moving the side Pawns and not

    making sure the King has an escape square.

    31

  • Exercise 8:

    Qxg2# If the Rook captures the Pawn on g2 it will be “check”, but not

    checkmate.

    Exercise 9:

    NxP(c2)# The Black Bishops are helping to trap the White King and White

    does not have the c2 square guarded (protected).

    Exercise 10:

    R-h8# The Black King is trapped against the side of the board by the White

    King.

    Exercise 11:

    QXP(h2)# The Queen is guarded by the Knight .

    Exercise 12:

    B-a6# White’s dark squared Bishop is taking away the Black King’s escape

    squares.

    In Test 5 you learned how to place your pieces to make a “checkmate”. In

    Test 6 you learned to pay attention to when you might be able to make a

    “checkmate”. Test 7 is the hardest test in this book; but it is also the most

    important. In Test 7 you get practice forcing the opponent’s King to a square

    where you can make a “checkmate”.

    Test 7

    In Test 7 you are to set up the pieces like the diagram. It is best if you play

    with a friend and one is Player 1 the first time and the second time for that exercise

    the other is Player 1. If Player 1 can checkmate in the right number of moves or

    less then they win. If it takes Player 1 more than the listed number of moves then

    32

  • Player 2 wins. Player 2 wants to keep the King as close to the center of the board

    as is possible until forced to the side of the board and is checkmated. Player 1 will

    always moves first in these exercises. Note: You cannot force the King to the side

    of the board if you do not use all of your pieces and must not just “check” the King

    each move. You could get checkmate sooner than the exercise says. What is the

    fewest moves in which you can make a checkmate?

    Exercise 13

    XABCDEFGHY 8-+-+-+-+( 7+-+-+-+-' 6-+-+-+-+& 5+-+-+-+-% 4-+-+k+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+QmK-+-! xabcdefghy

    Player 1 is White and White is to checkmate in 15 moves or less.

    33

  • Exercise 14

    XABCDEFGHY 8r+-+k+-+( 7+-+-+-+-' 6-+-+-+-+& 5+-+-mK-+-% 4-+-+-+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+-+-+-! xabcdefghy

    Player 1 is Black and Black is to checkmate in 20 moves or less.

    Exercise 15

    XABCDEFGHY 8-+-+-+-+( 7+-+-+-+-' 6-+-+-+-+& 5+-+-+-+-% 4-+-+k+-+$ 3+-+-+-+-# 2-+-+-+-+" 1tR-+QmK-+-! xabcdefghy

    Player 1 is White and White is to checkmate in 10 moves or less.

    34

  • Exercise 16

    XABCDEFGHY 8r+-+k+-tr( 7+-+-+-+-' 6-+-+-+-+& 5+-+-mK-+-% 4-+-+-+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+-+-+-! xabcdefghy

    Player 1 is Black and Black is to checkmate is 12 moves or less.

    Exercise 17

    XABCDEFGHY 8-+-+-+-+( 7+-+-+-+-' 6-+-+-+-+& 5+-+-+-+-% 4-+-+k+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+QmKL+-! xabcdefghy

    Player 1 is White and White is to checkmate in 10 moves or less.

    35

  • Exercise 18

    XABCDEFGHY 8-+l+k+-tr( 7+-+-+-+-' 6-+-+-+-+& 5+-+-mK-+-% 4-+-+-+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+-+-+-! xabcdefghy

    Player 1 is Black and Black is checkmate in 20 moves or less.

    Exercise 19

    XABCDEFGHY 8-+-+-+-+( 7+-+-+-+-' 6-+-+-+-+& 5+-+-+-+-% 4-+-+k+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+QmK-sN-! xabcdefghy

    Player 1 is White and White is to checkmate in 15 moves or less.

    36

  • Exercise 20

    XABCDEFGHY 8r+-+k+n+( 7+-+-+-+-' 6-+-+-+-+& 5+-+-mK-+-% 4-+-+-+-+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+-+-+-! xabcdefghy

    Player 1 is Black and Black is to checkmate in 20 moves or less.

    Test 7 Answers

    These are the first moves which should have been made to get a checkmate

    in the fewest possible moves: Exercise 13 - Queen to d6, Exercise 14 - Rook to a4,

    Exercise 15 - Rook to a5 or Queen to d6, Exercise 16 – Rook to a4 or Rook to h4,

    Exercise 17 – Queen to d6, Exercise 18 – Rook to h4, Exercise 19 – Queen to d6,

    and Exercise 20 – Rook to a4. Please note that the purpose of these moves is to cut

    down the number of safe squares to which the opponent may legally move their

    King.

    Checkmates with just Knights and Bishops are the hardest to do and you

    need a lot of experience (practice). That is why they are not in this book. Work

    hardest on each of the kinds of checkmates that we have talked about earlier and

    you will be able to win many games.

    37

  • Chapter 3 - Basic Guides to Winning

    In the first chapter you learned how the pieces moved. In the second chapter

    you learned how to make “checkmate”. This chapter will consist of two parts. The

    first part explains “special rules” about how certain pieces move, and the second

    part is things you need to understand to win Chess games.

    Since Chess first began thousands of years ago, there have been only three

    changes in the rules about how pieces can move. The first rule change lets a Pawn

    choose to move either one or two squares straight ahead on its first move only

    (which was covered in the first chapter).

    To get a fair chance against this “first move choice” of a Pawn (to move two

    squares if they want) a second change was made with a move called “en passant”.

    “En passant” is a French term that means “in passing”. If a Pawn moves two

    squares on its first move and lands beside an opponent’s Pawn, then the opponent

    may capture that new Pawn as if it had only moved one square. The opponent

    cannot wait to do this and must do that on the next move. In Diagram 3a White has

    just moved the Pawn from f2 to f4, and Black already had a Pawn on g4. Since the

    White Pawn landed next to the Black Pawn, the Black Pawn can, for this move

    only, move to f3 (where the black dot is) and capture the White Pawn on f4. That

    move would be called “en passant”.

    38

  • XABCDEFGHY 8rsnlwqkvlntr( 7zppzpp+p+p' 6-+-+p+-+& 5+-+-+-+-% 4-+-+PzPp+$ 3+-sNP+-+-# 2PzPP+-+PzP" 1tR-vLQmKLsNR! xabcdefghy

    Diagram 3a

    The third change is called “castling”. Why do we castle*? The purpose of

    castling is to quickly get the King closer to the side (corner) of the board and away

    from the center, because the side of the board is usually much safer for the King.

    To “castle”, the King is moved two squares toward a Rook. Then the Rook is

    jumped over to the square on the opposite side of the King. This is the only time a

    Rook can jump over another piece. “Castling” can be done on the “queenside” or

    the “kingside”. There are four rules for “castling”: 1) You can only do it if the

    King and Rook have not yet moved from their starting squares, 2) the King cannot

    “castle” to get out of “check”, 3) there can be no pieces between the King and

    Rook, and 4) the King cannot pass through “check” on the way to the “castled

    position” (which means that no enemy piece can be attacking those squares).

    39

  • XABCDEFGHY 8-+ktr-vlntr( 7zppzpq+pzpp' 6-+nzpl+-+& 5+-+-zp-+-% 4-+L+P+-+$ 3+-sNP+N+-# 2PzPP+-zPPzP" 1tR-vLQ+RmK-! xabcdefghy

    Diagram 3b

    In Diagram 3b White has “castled” to the kingside and Black has “castled” to the

    queenside. With the kingside “castle” there is only one square between the King

    and the edge (side) of the board, but with the queenside “castle” there are two

    squares between the King and the edge of the board.

    The secret to winning games is to get your pieces “developed*” as soon as

    possible. “Developing” a piece means to have that piece make it’s first move so

    that it is in a position to help defend your King and attack your opponent. The

    player who only gets out one or two pieces and just uses those pieces will almost

    always lose.

    You have been given six types of pieces for a good reason. All by

    themselves, it is very hard for any of them to be able to create “checkmate”; but,

    when they work together as a team with your other pieces, it becomes much easier

    to “checkmate”.

    40

  • Hundreds of books have been written on “Openings” (how to move your

    pieces at the beginning of the game). Do not use them now. After you have

    played in several Chess tournaments, then you might want to look at some of those

    books. They are of no use to a player just beginning to learn the game. All you

    need to know about the beginning of the game is to move any one of six Pawns and

    pieces (shown in Diagram 3c) in the first five moves.

    XABCDEFGHY 8-snl+kvln+( 7+-+pzp-+-' 6-+-+-+-+& 5+-+-+-+-% 4-+-+-+-+$ 3+-+-+-+-# 2-+-zPP+-+" 1+NvL-mKLsN-! xabcdefghy

    Diagram 3c

    In Diagram 3c each player has only two Pawns and four pieces, not including the

    King. During your first five moves you are to move any five of those, whether you

    are playing the White pieces or Black pieces and never move any piece twice in the

    first five moves. You can break this rule if your opponent is letting you take one

    of their pieces for free. Take it, but be very careful that it is not a trap.

    41

  • XABCDEFGHY 8rsnl+kvlntr( 7zppzpp+pzpp' 6-+-+-+-+& 5+-+-zp-+-% 4-+-+P+-wq$ 3+-+-+N+-# 2PzPPzP-zPPzP" 1tRNvLQmKL+R! xabcdefghy

    Diagram 3d

    In Diagram 3d both players have made two moves and it is now White’s turn to

    move. In this case White should forget about getting developed and instead

    “capture” the Queen with the Knight.

    XABCDEFGHY 8r+lwqkvlntr( 7zppzpp+pzpp' 6-+n+-+-+& 5+-+-zp-+Q% 4-+L+P+-+$ 3+-+-+-+-# 2PzPPzP-zPPzP" 1tRNvL-mK-sNR! xabcdefghy

    Diagram 3e

    If your opponent is attacking something of yours, then defend it. In Diagram 3e it

    is Blacks turn to move. White is attacking the Black Pawn on f7. If White

    “captures” that Pawn with the Queen that would be “checkmate” because the

    Queen would be protected (guarded) by the Bishop on c4 and this game would be

    42

  • 43

    over. But it is Black’s move (turn) and Black has three ways to stop White from

    “capturing” the Pawn on f7: 1) Queen to e7 or f6 which will guard the f7 Pawn, 2)

    Knight to h6 which will guard the f7 Pawn, or 3) Pawn from g7 to g6 which

    attacks the Queen and also stops the attack on the f7 Pawn. If White were to be

    able to “capture” the Pawn on f7 for “checkmate” that type of “checkmate” is

    called a “Scholar’s Mate”.

    It makes no difference in what order you move those Pawns/pieces. You

    need to find an order that works best for you. Those Pawns and pieces are to be

    moved to the square that provides the best “Attack Power”.

    For that first move of each Pawn/piece you need to understand the term

    “Attack Power”. This means the power of any piece or Pawn after its first move is

    done. You can tell this by how many squares your piece can attack on the

    opponent’s side of the board after the first move is over. For White, the

    opponent’s side of the board is the 5th, 6th, 7th, and 8th ranks (rows); and for Black

    the opponent’s side of the board is the 1st, 2nd, 3rd, and 4th ranks (rows). You can

    see these as numbers on the side of the board.

  • XABCDEFGHY 8rsnlwqkvlntr( 7zppzppzppzpp' 6-+-+-+-+& 5+-+-+-+-% 4-+-+-+-+$ 3+-+-zP-+-# 2PzPPzP-zPPzP" 1tRNvLQmKLsNR! xabcdefghy

    XABCDEFGHY 8rsnlwqkvlntr( 7zppzppzppzpp' 6-+-+-+-+& 5+-+-+-+-% 4-+-+P+-+$ 3+-+-+-+-# 2PzPPzP-zPPzP" 1tRNvLQmKLsNR! xabcdefghy

    Diagram 3f Diagram 3g

    The black dots in Diagrams 3f and 3g show which squares that Pawn is attacking.

    The “Attack Power” of the Pawn in the Diagram 3f is 0 because it is not attacking

    any squares on Black’s side of the board (5th through 8th ranks). But the “Attack

    Power” of the Pawn in Diagram 3g is 2 because it is attacking two squares on the

    opponent’s side of the board (5th through 8th ranks). S0, most of the time, the best

    first Pawn move is to move the Pawn two squares instead of just one, but only if

    the opponent is not already attacking that square.

    44

  • XABCDEFGHY 8rsnlwqkvl-tr( 7zppzppzppzpp' 6-+-+-+-sn& 5+-+-+-+-% 4-+-+-+-+$ 3+-+-+-+-# 2PzPPzPPzPPzP" 1tRNvLQmKLsNR! xabcdefghy

    XABCDEFGHY 8rsnlwqkvl-tr( 7zppzppzppzpp' 6-+-+-sn-+& 5+-+-+-+-% 4-+-+-+-+$ 3+-+-+-+-# 2PzPPzPPzPPzP" 1tRNvLQmKLsNR! xabcdefgh

    Diagram 3h Diagram 3i

    Do you see that in Diagram 3h the “Attack Power” of the Knight is 1, but the

    “Attack Power” of the Knight in Diagram 3i is 2. That tells you that it is always

    stronger (better) to “develop”* the Knight towards the center of the board on its

    first move than to the edge (side) of the board.

    Now that you have learned about “Attack Power” for the Pawn and Knight,

    where do you think each Bishop would have the strongest (best) “Attack Power”?

    During the whole game, make sure you never move a piece to where your

    opponent can “capture” it for free. Try to make sure that each time you move a

    piece that it will be protected (guarded) by another of your pieces.

    Once you have made those first five moves and have five of those six pieces

    “developed” you are in a “position” (the right setup) to play the game well. You

    have pieces and Pawns “developed” to “positions” which can help in the defense

    (guarding) of your King and help in your attack on your opponent.

    Never move a side Pawn (a, b, c, f, g, h) until late in the game, especially the

    Pawns in front of the “castled” King. The Pawns are in their strongest (best)

    45

  • position at the beginning of the game. As Pawns are advanced (moved) they

    become harder to defend and make it easier for an opponent to get a Knight or

    Bishop or Queen behind them.

    To win a game there is only one other major point which you need to

    remember: always keep your eyes on what your opponent is trying to do to you!

    More games are lost because of a player not seeing what their opponent is trying to

    do (especially which squares on your side of the board are being attacked) than for

    any other reason.

    If you understand what is in this chapter and if you carefully follow the

    instructions in “Appendix D” each time it is your move, you should not make any

    mistakes and that will greatly improve your chances of winning.

    46

  • Chapter 4 - Rules There are many people who think they know the rules to Chess because of

    the rules they used when they were playing with mom or grandpa. Lots of times,

    those “family” rules are not the real rules for Chess. Before you go to a Chess

    tournament or begin to play seriously, you should get a copy of the USCF Official

    Rules of Chess. You can get it from the “United States Chess Federation”

    (www.uschess.org). Then you can make sure you know the “proper” rules. This

    chapter will NOT have all of the rules listed in that book, but it will have the rules

    which most beginners have the hardest time understanding.

    The first is “touch move”* (all terms with an asterisk* are defined in the

    “Glossary of Chess Terms”). This is required (have to keep this rule) in all

    tournaments, and you need to practice playing by using “touch move” all the time

    so you will never forget to use it! There are three parts of the “touch move” rule:

    1) if you touch one of your pieces with any part of your hand or fingers you must

    move that piece, if it is a “legal move” (by the rules); 2) if you touch an opponent’s

    piece with your piece or your fingers you are have to “capture” that piece, if it is a

    “legal move” to capture that piece; 3) if you let go of your piece on a square (even

    for a millionth of a second) your move is over, if that move was a “legal move”.

    Touching a piece with a piece of your clothing (like a sleeve) or any jewelry or a

    watch does NOT mean you have to move that piece. “Castling” is a King move; so

    the King should always be touched first. As soon as a player’s hand has let go of a

    piece onto a square, that player’s move is over even if they forget to start their

    clock.

    No player is to do anything which will distract (bother) another player,

    especially their opponent. Do NOT make noises anyone can hear with your mouth,

    pencil, Chess pieces, or anything else you have. Do NOT listen to music anyone

    else can hear. Do NOT talk to an opponent while it is their move. Do NOT talk

    47

    http://www.uschess.org/

  • loud enough for anyone to hear except your opponent or the TD you raised your

    hand to ask for help. We all need to play quietly so all can think about good

    moves.

    If a player has made an “illegal move” (broken the rules), the player should

    fix it immediately (fast). When fixing an “illegal move” the piece that was first

    moved must still be moved, if that piece has a “legal move”; if that piece does not

    have a “legal move” then any other piece may be moved.

    “Illegal moves” can only be “called” by the opponent on their next move.

    After the next move, if not noticed by either player, then the piece must stay on the

    wrong square. This usually happens with Bishops. A player will quickly move a

    Bishop and accidentally places it on the wrong color. If neither player notice it

    before each player moves again then that Bishop must stay on the wrong color.

    The exceptions to this rule are when the King is in “check” and at the

    beginning of the game. If the players find that one King is in “check” and has been

    in “check” for several moves then they must call over a “Tournament Director” *

    (see the “Glossary of Chess Terms”). The “Tournament Director” will help them

    move backwards in the game until the King is no longer in “check” and then the

    players will continue with the game from that move. If the game began with any

    pieces on the wrong squares, such as the King and Queen reversed (on each others

    square) or the Bishop and Knight reversed both of which happen quite often, and

    fewer than ten moves have been made in the game then the game is to be started

    over with the pieces on the right squares. If more than ten moves have been made,

    then the game is to continue with the pieces on the wrong squares.

    In Chess tournaments players use a “Chess clock” because we can not play

    one game as long as we want with so many people there to play. This way each

    round can start on time. Try to find a “Chess clock” to practice with before going

    to a tournament. “Chess clocks” are explained in more detail in Chapter 5.

    48

  • 49

    One type of ending of a Chess game is Stalemate* (see the “Glossary of

    Chess Terms”). A “Stalemate” occurs when one player has only a King which can

    “legally move” (by the rules) and the King has no legal moves and the King is

    NOT in “check”. This game is considered a “draw”, which means neither player

    wins. The Diagrams 4a and 4b are two examples of stalemates.

    XABCDEFGHY 8-+-+k+-+( 7+-+-+-+-' 6p+-wQK+-+& 5zP-+-+-zp-% 4-+-+-+P+$ 3+-+-+-+-# 2-+-+-+-+" 1+-+-+-+-! xabcdefghy

    ABCDEFGH 8-+-+-+r+( 7+-+-+-+-' 6-+-+-+-+& 5+-+k+-+-% 4-+-+-+-+$ 3+-+-+-+-# 2r+-+-+-+" 1+-+-+-+K! xabcdefgh

    Diagram 4a Diagram 4b

    In Diagram 4a it is Blacks turn to move. Do you see that neither Pawn can move

    because each is blocked by another Pawn and the King has no safe moves, which

    means this game is a “stalemate”. In Diagram 4b it is Whites turn to move. The

    King cannot move because the two Rooks are attacking all of the squares around

    the King so this game is a “stalemate”.

    The following are other types of “Draws”:

    a. The two players can agree to a draw.

    b. Sometimes the players have no pieces left that can be used to make a

    “checkmate”. Like when there is only: 1) King vs King, 2) King vs King

  • AND Knight, 3) King vs King AND Bishop, and 4) King AND Knight or

    Bishop vs King AND Knight or Bishop.

    c. Another kind of draw is “Three-Fold-Repetition”, which is when both

    players put all of their pieces on the same squares three times during the

    game and no pieces were “captured” by Black or White from the first

    time the position happened until the third time it happened. Many

    players mix up this rule and think that it is about one player just making a

    move three times in a row. That is NOT it. It has to be the position on

    the board for all of both players’ pieces.

    d. The last kind of “draw” is the “50 Move Rule” * (see the “Glossary of

    Chess Terms”). This “draw” is when one player has only the King

    (which can make “legal moves”) and the opponent has one or more

    pieces other than the King. The player with the pieces is unable to

    “checkmate” the opponent (with only the King which can move) in 50

    moves after the only piece that player can “legally move” is the King.

    No Chess player is allowed to talk to another person, look in a book, or look

    at a computer, or look at any notes while their game is going. The game is

    between only the two players. No one watching a game can say a word or make a

    sound or do any action or signal, on purpose or not, that will help any player in a

    game.

    All tournament players are required (have to) to keep score (record of the

    moves) in their game. This means you must write down the moves of the whole

    game for both players (both sides). How to keep score correctly is explained in

    Chapter 5 and Appendices E and F.

    50

  • Chapter 5 – Information about Chess Tournaments for Parents and Adults

    This chapter tells about “Chess tournaments” and things you should know

    before going to and during a tournament. Chess tournaments are a way to test your

    Chess skills against other players. Chess tournaments are a way for you to meet

    new friends that also like to play Chess.

    If you are a student, you can go to “Scholastic Chess tournaments” where

    you will play against other students and represent your school. If your school does

    not have a Chess team you should contact the “United States Chess Federation”

    (www.uschess.org). They will let you know who to contact in your state to find

    out about “Scholastic Chess tournaments”; this information is also available on

    their website. Some tournaments may ask you to join the “United States Chess

    Federation” (USCF) to play there, depending on the rules for that tournament. If

    you are an adult then you will have to join the USCF and your State Affiliate to get

    to play in tournaments. As a USCF member you will get a copy of Chess Life

    magazine every month. At the back of the magazine is the “Tournament Life”

    section, which tells about most tournaments in the United States.

    Equipment

    Each player is always expected to bring a “Chess clock” and a pen or pencil.

    Many tournaments also want the player to bring a Chess set. Some tournaments do

    not have any scoresheets; so you may have to bring a Chess scorebook.

    The Chess sets we use at tournaments have a vinyl board that has the letters

    and numbers on the sides like the diagrams in this book. We roll it up with the

    squares on the outside, so it will lay flat when it is opened. The Chess pieces are

    the “Staunton” design. Many vendors (Chess stores) refer to the inexpensive

    version of these sets as “club specials”, which can usually be purchased for less

    51

    http://www.uschess.org/

  • than $15. There are many fancier sets that cost more. The player to play the Black

    pieces has choice of equipment in a tournament game.

    You will need a “Chess clock” at tournaments because: 1) many

    tournaments are held in buildings that have to close by a certain time; 2) many

    players drive a long way to tournaments and they don’t want to get home too late,

    3) some persons want to do their very best so they might take too long (without a

    clock they might take all day for one game), and 4) if each round lasts a certain

    time, then the next round can begin on time. That is why we really need “Chess

    clocks”. Most local adult and scholastic tournaments use “sudden death time

    controls”. This means that a player has certain number of minutes to finish their

    game, or they lose that game. If the tournament is advertised as “G30”, then each

    player has 30 minutes to make all of their moves. Thus, one game at this time

    control could last up to one hour (30+30=60). If players use up all of their time

    before “checkmate” has been declared by the opponent, then the player with no

    time left on their clock will lose that game. For directions of what to do while your

    clock is running see Appendix D.

    A “Chess clock” has two faces and two buttons, usually on top. The clock is

    used to measure “reflection time” (thinking time). Each side of the clock will

    show how much time that player has left to think over about their moves in this

    game. When players finish their own move, they press the button on their side of

    the clock, and this starts the opponent’s side of the clock. Then their opponent

    pushes the button on their side of the clock when they end their move and the two

    players keep taking turns until the game is over (until one player gets “checkmate”,

    or they get a “draw”, or one player runs out of time so the other player wins). If

    you forget to push the button on your side after you have moved, then you are

    allowing your opponent to think while your clock is running. So you want to pay

    careful attention to always start your opponent’s clock when your move is finished.

    52

  • There are two types of “Chess clocks”: analog (normal round clock face)

    and digital. The player with the Black pieces gets to choose on which side of the

    board the clock will sit (their left or right, whichever they like best). Sometimes a

    Tournament Director may say that all clocks are to face the same direction so the

    Tournament Director(s) can better see which games running out of time.

    USCF rules say that a “digital clock” is better than an “analog clock”. By

    rule, the player with the Black pieces has choice of equipment. If the player with

    the Black pieces has an analog clock and the player with the White pieces has a

    digital clock, then the digital clock must be used. With an “analog clock”, the

    clock is always set so that the first time control or sudden death time control ends

    at 6:00 so all “analog clocks” will be set the same.

    “Analog clocks” can cost from $20 to $80. “Digital clocks” usually start at

    $25 and go up to $120. The difference in prices is decided by the quality and

    special features of the clock.

    Tournament Directors

    A Tournament Director (TD) is the person who is in charge of running the

    tournament. In a large tournament there are usually lots of Tournament Directors

    with different jobs like: pairing players for rounds (Back Room TD) and for

    making sure everyone follows the rules during the game (Floor TD). In a small

    tournament there is usually one person who does both jobs.

    It is sad when it happens, but sometimes an opponent may not always tell the

    truth about the rules. Whenever you have a question about the rules, stop the clock

    and raise your hand, and wait for the TD to come and answer your question. If the

    TD has left the room, stop the clock, tell your opponent that you have a question

    for the TD and go find the TD. You can always ask a TD questions about the rules

    during your game; but, once you and your opponent agree to a result, shake hands,

    sign the other’s scoresheet, and leave the table—that game is over.

    53

  • Earning Points

    When a player wins a game they earn one (1) point and the loser receives no

    (0) points. When the game is a draw, each player receives one-half point (1/2 or

    .5).

    Byes

    A “bye” is what we call it when a player does not play in a round. Mostly a

    “bye” is used when there are an odd number of players in a tournament (not

    enough for everyone to play); so, one player will “sit out” that round. The “lowest

    rated player” in the “lowest score group” receives the bye. This type of bye is

    worth one (1) point.

    A “requested bye” (asked for ahead of time) is when a player has a personal

    reason why they cannot play one of the rounds, and so they request (ask) that they

    not be paired (given an opponent) for that one round. The player gets one-half

    (1/2) point for this kind of “bye”, if the TD agrees to the player’s request. Each

    tournament usually has its own set of rules for “byes” for when they may be

    “requested” or used, so be sure to check on those instructions if you need a “bye”.

    A “bye” is helpful to a player who has an appointment in the middle of the

    tournament so they can leave and then return to the tournament or they might be

    arriving late because of an appointment.

    Since there is no opponent, a “bye” is not good for “tiebreaks”*.

    “Tiebreaks” are explained later in this chapter.

    Forfeits

    When your opponent does not show up for a “round”, then you receive a

    “Forfeit Win”. The forfeit is worth one (1) full point (with no “tiebreak” points).

    The Forfeit happens when the opponent’s “flag falls”, after being started for the

    first move of the game, or when one hour has passed from the beginning of the

    “round”, whichever happens first. The player who did not show is then taken out

    54

  • of the tournament. There are times when a player is busy doing something else,

    like talking with friends or eating a meal, and simply fails to hear or notice that the

    “round” has started. Watch out! It is your job as a player to make sure you make

    it to your board each round and on time.

    Any player who has forfeited a round is withdrawn from the tournament.

    The player must contact the “Tournament Director” to continue playing.

    Ratings

    A “rating” is a number that tries to estimate a player’s ability (how good of a

    player they are). The “rating” is to help pair up players correctly. The “rating”

    also may show who might win a game when it is played. For example, if two

    players play, and one is 150 or more points above the other, then you might think

    the “higher-rated” player should win. But, this does not always happen; that is

    why we play the game, to find out who really is the best player that day.

    To get a USCF “rating” a player must play in a USCF Tournament. After

    the Tournament Director (TD) sends in the scores of the tournament, and USCF

    processes the tournament, then the player will have a “rating”. That “rating” may

    change many times until the player has finished the fourth or fifth tournament (you

    have to have played at least 24 games). After that, the “rating” will not change

    very much every time. A rating does not change for each game, it changes for

    each whole tournament.

    In “Scholastic Chess” the “rating” is not that important, because the players

    are getting better so fast that their “rating” is usually not as high as their playing

    ability. There are many times when a scholastic player will lets too many things

    mess up how they play, and they might have a bad game or tournament just

    because they could not or did not concentrate or pay attention as well as they

    should have.

    55

  • “Ratings” are divided into “Rating Classes”. Players with ratings above

    2400 are “Senior Masters”. Those with ratings from 2200-2399 are “Masters”.

    Ratings from 2000-2199 are “Experts”. Ratings from 1800-1999 are “A” class.

    Ratings from 1600-1799 are “B” class. Ratings from 1400-1599 are “C” class.

    Ratings from 1200-1399 are “D” class. Ratings 1199 and below are “E” class

    players. The titles of International Master and Grandmaster are special titles

    awarded by the international organization in charge of Chess—FIDE (“Federation

    Internationale des Echecs” which means “International Chess Federation”).

    Pairings

    “Pairings” is the list of who a player is going to play each “round”. The

    rules for pairings are all found in the USCF Official Rules of Chess. In the first

    round of a “Swiss System Tournament”*, the kind most of us play in, all of the

    players are put in order based on their “rating” and then the top half play the

    bottom half. After the first round (and for rest of the rounds) the players are put

    into “rating order” (highest to lowest) within their “score group” (4 wins vs 4 wins,

    2 wins vs 2 wins) and then players are “paired” with the bottom half against the top

    half within each “score group”.

    In “Scholastic Individual/Team Tournaments” a player is never “paired”

    against a teammate, if at all possible. Sometimes during the last round all of the

    players in the top “score group” may end up being from the same school. This is

    so we can find a true Individual Champion for the tournament. There may also be a

    day when all of the players in the lowest score group are from the same school.

    Rather than having to play someone who has already won one or more games,

    many TDs will just ask the player’s coach to let them play a teammate who also

    has no points.

    Which color (White or Black) a player will play is decided at random (luck)

    for the first round for the “top rated” player, and then alternates (takes turns), for

    56

  • each game below the top game. A player may be assigned the same color twice in

    a row, but never three times in a row. A “perfect” tournament, with an even

    number of “rounds”, will have every player play each color the same number of

    times. In “Scholastic Chess Tournaments” we are not always that perfect because

    Scholastic players are not supposed to play their teammates (if possible). In very

    small tournaments, sometimes it can not be helped and teammates must be paired.

    The “pairings” may be listed alphabetically or in board order. The “board

    order pairings” list each board number and the players who will play on that board

    number (see Appendix A for a sample). In the parenthesis ( ) after the players

    name it will usually list the number of points earned by the player so far, and then

    by that player’s “rating”. What is in the parentheses ( ) can be changed by the

    Tournament Director. Many Scholastic Tournament Directors feel that scholastic

    players should not know the rating of their opponent because it might make them

    give up instead of doing their best. So the TD might put the school code for the

    player there instead of the player's rating. In the blank in front of the player’s

    name is where each player is to mark their results (1 for win, .5 or 1/2 for draw, 0

    for loss) after the game. Both of the players in a game are to go and write down or

    tell the proper person the result of that game (because some tournaments have

    adults you are to go to after your game).

    The “alphabetical (alpha) pairings” will have all players listed alphabetically

    by their last name in the left column (see Appendix B for a sample). In the “alpha

    list” only the opponent will have “extra information” and the “color” you see (W

    for white and B for Black) will belong to the player listed in the left column, so the

    opponent (listed in the right column) will have the other color. Each player is

    listed twice, once in the left column and again in the right column (for their

    opponent).

    57

  • There is more than one kind of computer “pairing program”. The kind of

    samples you see in Appendices A and B are like the pages you will see in all

    programs, but there may be some little differences.

    Tiebreaks Why do we have “tiebreaks”? Tiebreaks are to decide the order of players

    when it is time for the medals and trophies to be given. In adult tournaments (with

    cash prizes), “tiebreaks” are hardly ever used because all players who are tied for a

    certain cash prize will split that cash prize. We use the tiebreaks listed below for

    National Scholastic tournaments. The order may change for local tournaments.

    1. “Modified Median”: adds up the final scores of all of a player’s opponents

    and then throws out the highest and lowest scores.

    2. “Solkoff”: adds up the final scores of all of a player’s opponents.

    3. “Cumulative”: adds up the “sequence of scores” for the player. Example:

    if a player won his/her first and third round and got a draw in the fifth

    round of a five round tournament, his/her sequence of scores would

    be: 1, 1, 2, 2, 2.5 for a “cumulative” total of 8.5. The player won the

    first round so the player received 1 point. The player lost the second

    round so you add the 1 point for the first round and the 0 point for the

    second round together and that player will also have a 1 for the second

    round . . . and that continues for all rounds of this tournament.

    4. “Cumulative of Opposition”: adds up the “cumulative score” for each of a

    player’s opponents.

    There are other “tiebreak systems” which are not used very much. They are

    as follows: “Median” (same as the Modified Median but throws out only the low

    score), “Result Between Tied players” (this is used when the two players have

    played and the game did not end in a draw), “Most Blacks” (because most people

    think it is harder to win with the Black pieces), “Kashdan” (this system gives 4

    58

  • points for a win, two points for a draw, one point for a loss, and zero for an

    unplayed game) and “Sonneborn-Berger” (losses are not counted).

    To determine the “tiebreaks” for your team during or after a Tournament,

    just add up the individual tiebreaks for the top four scorers on the team.

    To see how the tiebreaks might appear on the “Standings”* sheet (which

    lists all players from first to last place) in a tournament see Appendix C.

    Entering a Tournament

    Most tournaments give “discounted” entry fees for entering in advance. If

    this is your first USCF tournament and you are not already a member of USCF,

    you will need to include the “USCF membership fees” with your “entry” fee, or at

    least do so when you get to the tournament. If you are not yet a USCF member,

    the TD will need the following information: First Name, Middle Initial, Last

    Name, complete mailing address, and birth date.

    If the tournament has more than one section, you must say when you enter in

    which section you want to play. The Tournament sections are based on “ratings”,

    which were already explained in this chapter. If this is your first tournament you

    need to enter the lowest rated section or the section for “Unrated” players.

    You will need to find out what equipment you need to bring with you. Find

    out if the tournament supplies pens or pencils or scoresheets or Chess sets.

    Scorekeeping

    “Scorekeeping”* means writing down every move of both players in a game.

    This written record can give a player with an excellent “learning tool”. If you

    replay games you have lost, then you learn not to make the same mistakes again.

    The problem is that many players only like to remember games they have won.

    You can only get better if you find your mistakes and do not repeat them. So, the

    games a player can learn the most from are the games which have been lost.

    Remember that you were good enough to get a win but were not good enough in

    59

  • the games you lost. If you need to prove a “draw” by “Three-fold Repetition of

    Position” or the “50 move rule”, you have to keep score carefully the right way.

    Appendix E is a sample “scoresheet”. In the correct blank you are to write

    your move and your opponent’s move. Appendix F explains “scorekeeping” in

    detail.

    Questions During A Round

    If a player has a question during a “round”, they are to 1) stop the clock and

    2) raise their hand. When the Tournament Director (TD) gets there, the player is to

    ask the question. Players do not have to ask permission to go to the bathroom or

    get a drink; but, their side of the clock must keep going while they are gone from

    the board. A player may ask the TD to explain any rule during their game or to

    help solve a disagreement. But once a result is recorded (written on a scoresheet

    and signed by them and the opponent) for a game, that game is over and no more

    claims (questions) may be made for that game.

    A player is never allowed to talk to anyone other than their opponent or a

    TD during a round. If a player needs to talk to someone else (like to get medicine

    they need) then they need to 1) stop the clock and 2) raise their hand and 3) ask the

    TD for permission.

    What to Do


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